CrossGTX
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Everything posted by CrossGTX
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Please be more specific about your error. But seems your Arma 3 is not the latest version. Sent from my SM-G920F using Tapatalk
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I believe that's in the "loot module" or "equipment pool" you can allow certain gear and set vanilla loot to "low" setting if you like. Sent from my SM-G920F using Tapatalk
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Tension needs to be released... Let's just enjoy what we have. Be grateful for what we have and thankful to people around us. Sent from my SM-G920F using Tapatalk
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Ah... Yeah... I'll try a quick one. 1. Download mod. 2. Extract 3. Place@Ravage folder into c:\steam\commonapps\arma3\!workshop 4. Go to launcher. Select mods tab. You need to tick Ravage + CBA_A3 Then play the game. Setting it up on a server is kinda more complicated. A bit busy atm. Folders and names from memory so may vary. Sent from my SM-G920F using Tapatalk
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Not that hard... Ctrl+C then Ctrl+V then tick then launch. Sent from my SM-G920F using Tapatalk
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I see your point. However I just created vanilla ravage with cba and enhanced movement on Tanoa. And it seems that fuel stations (big ones) with asphalt are auto refueling. The smaller ones (usually on dirt) do not. I'm just trying to find some logic in it. [emoji2] Sent from my SM-G920F using Tapatalk
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Hello again. Can someone explain how petrol stations work? Some auto refuel the vehicle. Others you have to hose the fuel and it has like 5 litres of fuel. Sent from my SM-G920F using Tapatalk
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Well I set up an exile server with Defent's Mission System and do single player or coop if I want to. Quite easy to be honest. Ravage is something else and I don't really want similarities to exile. I think this could turn into something different. Unfortunately Haleks doesn't have much time to open up the full potential of his work. Unless we pay him I guess.
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I once downloaded an updated version of the mod and the download was corrupt. Must have been a data packet loss or what not. Anyway downloading again and copy/pasting fixed whatever issue I was having.
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Mission is only RHS + CUP + Enhanced Movement. So I did a small test and it seems to be some kind of a time problem. For example if I start from within the editor in the "camp" the traders are working fine. However in my test play through I reached the camp only by night time of day 2. And they seem to have sold everything. I will try a restart and test the other 2 camps. Where can I send you the mission file? Edit: Restarted the mission. All camps seem to be working at start. Completed several tasks and still camps seem to be in order. Will try to wait a day or two and see what happens. Edit 2: It seems that it was just a one time glitch. Traders seem to be working just fine after I restarted the mission.
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Hi guys. Was testing out one of my "settlements". Used the code in init line posted earlier on this forum. Yet all of them say "I have nothing to trade at the moment". Any help would be much appreciated. Sent from my SM-G920F using Tapatalk
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Again? They all do it on official forums? Sent from my SM-G920F using Tapatalk
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Ok. So bug report time. I was testing my mission which is still a work in progress and noticed the following (may not be a mod bug but idk): 1. I was able to sell an M4 (RHS or CUP) in my backpack unlimited amount of times to the trader. 2. I am starting out with 65% health. When I treat myself I only get 75% (Intentional?). P.S. Are traders respawning items overtime or is it still a work in progress?
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I think it's good the way it is. As far as I understand: 1. Blacklist prevents zombies. 2. Safe zone prevents ai all together. Which is good and flexible. Don't think you need to remove any of it especially if it works. Optional are always good. Sent from my SM-G920F using Tapatalk
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What freaking bastards. Can't believe people actually do that. Why don't you make an official steam download? Might solve this problem. Edit: Flagged the link anyway. Sent from my SM-G920F using Tapatalk
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Oh I know how to make a unit or group join. But I'm talking about using ravage UI to recruit them. Basically make it optional. I know I can do it with addaction as well. And probably a few other ways. But my question is about ravage. Sent from my SM-G920F using Tapatalk
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Hey guys. Is there a piece of code I can paste into the init of an AI to make him recruitable? Sent from my SM-G920F using Tapatalk
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That is a good idea, we could have the non rusty weapons only spawn in military bases for example (being better preserved?) As for traders I would love to have a proper trading system UI implemented as well as more trader types (uniforms/vests/weapons/ammo) so that trader camps could be set up. Probably a pain in the ass to do but a great addition I think. Sent from my SM-G920F using Tapatalk
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Looks great. Although I would love this to be: 1. Optional 2. Not overly done since it hasn't been 2000 years since the apocalypse. :) Sent from my SM-G920F using Tapatalk
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I don't think that would be possible. Either shoot or don't shoot. I believe that would be Arma limitation. Maybe there is a script out there hold fire against specific factions. But I never researched the subject. Arma AI is a pain to control and controls in Arma are a pain. [emoji24] Sent from my SM-G920F using Tapatalk
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I can't remember exactly but I think if you press ~ (select all) key or F1 (select squad leader) there should be an option to "hold fire" in the drop down menu on the left side. However I don't think you need to worry about ammo since they have unlimited amounts of it. (It spawns in inventory when they run out). So just for freaking out purposes. Sent from my SM-G920F using Tapatalk
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I wanted to ask how difficult and time consuming would it be to make certain loot spawn in certain buildings? Like supermarkets spawn food. Garages/constructions spawn toolkits/tyres. And have general loot spawn in any buildings? I saw in exile scripts they use cfgBuildings to set classes for loot spawns or something like that. I think it would add a lot more sense to the game and give more purpose when roaming around. Soooo... Are there plans to implement something like that? Is it difficult? Sent from my SM-G920F using Tapatalk
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Hello Caluu66x! You are asking pretty much same questions as I was a short while back. :) 1. You need to be on a side for Survivors to be recruitable. Either BLUFOR, OPFOR or INDEP. To turn a civilian onto a side do the following (example): Place a civilian, Place an OPFOR unit nearby, Connect them holding Ctrl + Using Mouse, Delete OPFOR Unit. Now your civilian unit will be OPFOR and will be able to recruit OPFOR Survivors and wear ANY type of uniform. 2. You don't HAVE to be BLUFOR as long as you are the same side as SURVIVORS. 3. Loot spawn glitches I guess is just something we have to live with. I believe you have to set relations via RAVAGE Ambient AI Module. Example: Hostile: OPFOR Hostile2: INDEP Friendly: BLUFOR Survivors. In this scenario you would have to be BLUFOR to recruit, but you can switch it to your liking. Best of luck!
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Hey guys. Just had a weird thing happen. I'm making a mission. Haven't enabled any ravage modules yet. When a trigger activates a Syndikat bandit fire team spawns as an ambush. Everyone starts shooting them. The relation is set to enemy. About 15 secs later a guy in my squad says "assuming control" and my AI squad shoots me. Any idea wtf is going on? xD Sent from my SM-G920F using Tapatalk
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I found a great option - create a mission (thanks to modular system) is easy as pancakes. Pick a place you like and outfit it with a safe zone marker. Build your camp around it and here you go - you have a home. Can add AI defend it too. Sent from my SM-G920F using Tapatalk